Showing posts with label rails across america. Show all posts
Showing posts with label rails across america. Show all posts

Thursday, August 13, 2009

Code Name Rottweiler!

It's not much of a code name if everybody knows what it means, but I've taken to thinking of my expansion for RotW (the abbreviation of "Railways of the World") as "rottweiler". This comes purely from the letters; for the record, I see no particular parallels between the dog breed (or any dog breed!) and the game system. And I wouldn't have bothered mentioning it here, but I couldn't resist the hyper-dramatic "Code Name Rottweiler!" title for the post. Sounds like a bad spy movie!

I should make up for the preceding blather with some meaningful news, so here's the current status of... Code Name Rottweiler! (Okay, I'll stop now, I promise.)

I have a first cut at the map nearly complete. I just need to add starting cube counts to the towns and cities, and make sure it will print okay in black and white. (Why? See below.)

I have a first cut at the Railroad Ops cards designed. I still need to make the deck, either by laying out some mocked-up cards on the computer and printing them out, or by just scribbling on paper. Either way, I'll stick the EUS deck into card sleeves, then slip in the paper cards over the real ones. I've also finished the first cut at the Rail Baron cards. I have a good selection of Barons and (I hope) a good set of bonuses.

I'll need to tune a VP/income track for the game, but I can start with the one from the main game. I can use the modular scoring track boards that Helen made for our copy of the original Railroad Tycoon until I decide what tweaks I want to make. (If you play RRT on the big board and hate that scoring track, you can download Helen's modular scoring track from BoardGameGeek. Be sure to give her a thumb if you like it!)

Acting on a tip from an experienced developer, I discovered that I can print out a full-size board on a single sheet of paper at Kinko's, for just $0.75 per square foot! That comes to all of $6 for one copy, which is dirt cheap. I'd always looked at the color prices which are significantly higher, and I had never realized that black and white is so inexpensive. A RotW board doesn't need much color; what little it needs can be added in five minutes with a set of felt pens.

The bottom line: I plan to print my first board tomorrow and be doing my first solo playtests this weekend! That's an exciting thought.

Saturday, April 4, 2009

GameStorm Photos

Chris Brooks posted a great report on his experience at GameStorm 11, and published quite a few photos on Flickr. Someone let me know that the photos included a shot of one of the playtests of Hammer and Spike — that's me on the right.

Wednesday, April 1, 2009

GameStorm Fallout

GameStorm was a lot of fun, but I haven't had a chance to relax or breathe until now. Although I brought along Hammer and Spike mainly to show it to Seth, it wound up attracting a good deal more attention than I expected, and some of it was industry attention. The upshot was that after driving 13 hours to get home yesterday, we spent most of today frantically assembling another copy to send to someone who had requested it, and who needed it this weekend. We just got that done and shipped about an hour ago. Another person has also requested a copy, but less urgently, so we'll be making and shipping another in the near future.

This is all very gratifying, and quite astonishing to me. I simply did not expect it, and wasn't prepared for it. It was Helen who saved the day. She invented an amazing new way to make certain prototype bits, and got up this morning and drove around town collecting supplies and packing materials; then returned home and sewed up a couple of drawstring bags (emerging victorious over a cranky sewing machine), reviewed and corrected the rulebook, and finally drove us to the shipping office, just in time. We literally watched them slapping the last stickers on while the UPS guy held the box for them. I could not possibly have done all this without her, and would not have dared to try.

So now it's hurry up and wait again, I guess, just like it's been with Spatial Delivery for the last eight or nine months. If anything comes of it, I'll let y'all know. In the meantime I have to make two more prototypes (one's for me, as I cannibalized some of my original) and get in a lot more playtesting... oh yeah, and I have to run off to a rehearsal tonight.

Saturday, March 28, 2009

GameStorm 2009 at Halftime

This weekend I'm at the GameStorm boardgame convention, ostensibly in Oregon but actually just over the border in Vancouver Washington. For me the high points so far have been seeing my in-laws (Joan is an avid gamer), gaming with my design buddy Seth Jaffee, and presenting Hammer and Spike.

GameStorm has a "GameLab" track for game designers and playtesters. I got an appointment to present Hammer and Spike to a panel of local game publishers, not so much in hopes of getting it published but in order to get feedback on the game and its presentation. It was a good session, maybe 20 to 30 minutes. I got good advice and answers to a few questions I had about the industry. (For example, I learned that the game duration shown on a game's box is for new players, not experienced ones! I didn't know that.) There wasn't time to play the game so the panel doesn't really know if a game is any good. But they were impressed with what they saw, which was very gratifying; and I got invited to bring Hammer and Spike to an invitation-only playtest session on Sunday (tomorrow, as I write this) for the best of the games they have reviewed this weekend.

I had one informal playtest yesterday with Seth, his friend Jeremy, Joan, and myself. It went well, but we all agreed that it went too long. I currently set the game at a constant 20 rounds, but the game was definitely "over" after 17 or 18 rounds. This is a point I've been dithering over, and I now think that 20 really is probably too many. I'm going to try 18 for a while: a bigger cut than it sounds like, since the last rounds are analysis-paralysis festivals and take way longer than earlier rounds. I still want a typical game to come in at 2 hours or less.

It's now Saturday morning, and I'm looking forward to playing some of Seth's designs: Terra Prime, Homesteaders, and/or Brain Freeze. I played Terra Prime two years ago and I'm eager to see the changes he's made since then. Homesteaders (designed by Alex Rockwell, but Seth helped with development) and Brain Freeze are games I haven't played yet, and I'm eager to see them.

I'll update this post with a few links later on, but right now it's time to gather our aggies and head for the con. Game on!

P.S. Saturday evening—I've added those links, and here's another: Seth's GameStorm reports.

Monday, March 23, 2009

Adventures in Prototyping

My game design blogging has a split personality; much of it goes here, but some also goes up at the Board Game Designers Forum. This weekend I made a more durable board for the Nameless Rail Game, and chronicled the effort in some detail in my journal there. I felt that the content was of more interest to hard-core designers than to the more general crowd that reads this site, but if you're interested, follow the link.

I made the board because a flat, stiff, foldable board is a lot easier to transport than the taped-together big sheets of paper I've been making for home use. Helen and I are about to head up to Oregon to visit family and attend GameStorm, where I hope to get more playtesting done.

And the beast may finally have a name. The new board is labeled Hammer and Spike, which may not be great but is not in use by any other games. It will serve until and unless I hear a distinctly better suggestion. My thanks to all those who suggested alternate names, but I have to live with Helen and she didn't like some of them, so Hammer and Spike it is.

Saturday, March 7, 2009

Picking Up Steam

Two more live playtests, at the Los Altos Games Day! The game was well received, and I was quite pleased with the results.

The changes I made after last week's session worked well. Playtime came in at about two hours, and I suspect would be a bit shorter with experienced players. Players successfully built transcontinental networks and made coast-to-coast deliveries by the end of the game. A few switchyards were built in each game, but never all six. That all seemed just right.

On the down side, my long-standing worries that the scoring system is badly balanced were borne out. The reward for connecting all six cities is so high that a player who fails to do so is almost guaranteed to lose. This would be okay except that it's usually clear which players will fail by around halfway through the game. It's no fun being the goat in a game in which there is almost always one designated goat.

The way to fix that is probably to raise the VP reward for building switchyards. The trailing player has an advantage here, in a way: if he is flexible enough to give up on the six-city goal early enough, he will save several actions and a fair amount of cash. He can then devote those resources to switchyard building, and remain competitive with the six-city players.

I have also recently revised the simulator to play by the new rules, and run another couple hundred thousand simulations or so. These were, as before, mostly explorations of balance. It has become quite clear that an intelligent first player has a huge advantage over his opponents, because the choice of starting locations is not even remotely balanced. This isn't unusual for rail games. The simulations show that it can be balanced by giving the players differing amounts of starting cash. In the game rules, I expect I will express this in two ways: a "standard game" in which the starting cash is simply dictated by the rules, and an "advanced game" in which the players hold an initial auction for turn order. Players will use the standard rules until they feel qualified to judge fine differences in starting positions, and can then advance to the auction rules. (Unlike Age of Steam and Railroad Tycoon, I don't think this game needs a turn-order auction every round. One at the start of the game should be sufficient, and the turn order need not change after that.)

Finally, I came away with a clear understanding about the current inadequacies of the board graphics and the player aids. This is not part of game design (since I have no plans to self-publish), but a well-made prototype really helps newbies concentrate on the game instead of on decoding the board and remembering the rules. I have some ideas for improvements, and I will be playing around in Photoshop to try to turn those ideas into clear graphics.

Saturday, February 21, 2009

I Got Game

Saturday the long-awaited live playtest of the nameless rail game finally happened, and I'm pleased to report that it went very well. My playtesters were Candy Weber, John Portley, Helen, and myself. (John and Candy brought designs of their own that we also tried, and those went well too. But I don't know if they want Internet coverage, so I'm just going to talk about mine for now.)

There was good news, and bad news. The good news was that all players agreed that the game presented interesting and difficult decisions; it wasn't just a matter of turning the crank. (I was worried about that.) The bad news was that it took over three and a half hours to play!

Everyone was very nice about the length of it, and pointed out that it was a learning game for everyone except me, and that we also stopped periodically to discuss the design. True, but I think those excuses only go so far. I don't want the game to last more than two hours. In my playtesting it usually takes only two hours. But you have to allow time for people to chat, and I also don't want a newbie's first experience to be a marathon. So I'm going to give some attention to speeding up play. This probably means reducing the number of rounds and tweaking things to allow players to get stuff done in fewer turns. I received some very good suggestions about how to accomplish that, and I intend to try them out. The best idea I heard was to change a couple of actions into non-actions, so that you can get a bit more done in your turn. I think that will not only speed things up, but also remove some of the major sources of player frustration that I observed.

Between those suggestions and a few tweaks of my own that I've been thinking about for a while, I have a laundry list of things to experiment with. But none of these items are major changes; they all amount to streamlining of one kind or another. I'll try them out in solo play over the next week or two, to see which ones help and which don't. In two weeks there's a Games Day, and I'll probably bring the latest version to that and see if I can get another live test. After that I can bring it to GameStorm in Portland at the end of March, and eventually KublaCon at the end of May. I can hope that by then it will be pretty stable.

Tuesday, February 17, 2009

Know the score!

A game's scoring system is what motivates the players. It's the carrot that the designer dangles in front of the players, to entice them to go where he wants them to go. A large part of the work I've put into the nameless rail game has been tweaking the scoring system. I want players to build wide, continent-spanning networks, and use their networks to make long deliveries. I want them to compete with each other for the best routes and for connections to cities that not everyone will be able to reach. I want to inspire track-building races.

The scoring system has to reward this kind of behavior. But to be really good, it needs to do more. Jonathan Degann has written about the "big bomb" notion in scoring. A "big bomb" (put simply) is a high-scoring accomplishment that more than one player can strive for, but only one can achieve. Ideally the competition to claim the "bomb" involves some commitment from the competing players: the player who succeeds will see his investment pay off big, while the others will lose whatever they invested. This makes tension during the competition, and a big emotional pay-off when it's over: triumph or tragedy. Drama!

In the nameless rail game, I have been motivating players to build wide networks by designating six widely-separated junctions as cities (as opposed to mere towns). Players are rewarded with victory points for the number of cities in their network at the end of the game. Each additional city gives a bigger bonus than the previous. The first three or four cities are easy to get to, and the rewards are small. The fifth is harder, and gives a big slug of points. The sixth is hardest of all, and yields a really big slug of points. The board is laid out so that not every player can connect to every city, so the competition for fifth and especially sixth cities is fierce. This is one form of Degann's big bomb: for much of the game, players are racing to get to all six cities. Getting there first not only guarantees that you get the big reward, it also virtually guarantees that somebody else won't get there at all.

But I didn't want that to be the only way to get a big score, so I added another kind of bomb. This notion took me longer to come up with, and many iterations to refine. (I'm probably still not done with it.) It is the switchyard. Each of the six cities may have one switchyard built there. The player who builds it gets a big VP reward. This counts as a bomb because only one player can do it (per city), and because of the obstacles that must be overcome before the switchyard can be built.

First, you can't even start trying to build a switchyard until at least two players are connected to the target city. That guarantees competition. Second, you can't build a switchyard until you have made at least one delivery to that city of each of the four different kinds of good. Therein lies the race and much of the tension. Finally, after finishing the prerequisite deliveries, you need to come up with a big payment. Often two players will both finish the deliveries, and then it's a matter of who comes up with the cash first. The player who does will roughly double the value of his cash, while any who don't have wasted much of their effort.

I'd like to make that race more poignant if I can. There's more tension if the players have to invest something real in order to compete for the bomb. Currently, the only real investment is that players may forgo more lucrative deliveries in favor of ones that fill their switchyard prerequisites. And maybe that's enough. But I am considering making the players pay a piece of the switchyard cost up front, every time they "record" a delivery. The total cost of the switchyard is still the same, but you would have to pay some of it just to try to build the switchyard; and if you fail, you won't get any refunds.

What worries me about this notion is that it may become a disincentive: the potential loss may frighten players away from trying to compete for switchyards. If so I might try to lead them into the commitment gently: charge only a little for the first delivery, so it feels safe. But now the player is invested and wants to protect the investment, so if someone starts to compete he may be willing to pay a little more to keep up, and so on. I dunno, I'll have to try it and see how it goes!

Wednesday, February 11, 2009

How many players?

I have a habit of designing my multi-player games for a "sweet spot" of four players, and then testing and tweaking to see whether they will also gracefully support more or fewer players. While I don't recall this being a conscious decision, it makes sense to me. Four is a nice, balanced number: two couples, or a family with two kids. It can mitigate the excessive downtime that some games suffer with more players, and avoids the two-against-one dynamic that can ruin a lot of three-player experiences.

But I don't want to design exclusively for four. Any game will sell better if it can be labeled for "3 to 5" or "2 to 6" players. And any game will be more popular if it actually works for the given range. (All experienced gamers have seen games that really don't play well at the low or high end of the claimed range.)

So recently I broke from my usual simulated four-player rail game sessions, and tried a five- and a three- player to see what would happen. I'm pleased to say that the game survived, and seemed playable. But unsurprisingly the game gives a different experience with different numbers of players.

With four, I've tried to tune things so that the winning player will likely connect all six cities, and build a switchyard: the two highest-scoring achievements. Usually two of the remaining players will get one or the other goal, but not both; and one player will get neither. This makes for vigorous competition to link up the cities, which is one of my design goals. It also often results that most players have little money left at the end of the game: although money is also worth victory points, you're usually better off spending it on connectivity or switchyards if you can. The losing player may actually finish with the most money, having been unable to spend as much of his income on connectivity and switchyards as the others; but sometimes such a player prospers so well just making deliveries that his cash hoard pulls his score up into the middle of the pack.

In the three-player game, there was much more elbow room. All players were able to connect all cities, which soaked up more time and money than in the usual 4p game. It was a less competitive, more open game. I found that I prefer the four-player experience, but some players may enjoy the easier, free-wheeling nature of the 3p game.

In the 5p game, the board was crowded and tight, and competition for connectivity was fierce. Only one player connected all six cities. Also the board filled with track rather faster than in the 4p game, so players could tell early on when (for example) it was clearly impossible for them to reach New York or Seattle. That meant more concentration on switchyards: five were built, and one player built two. This game ended with a lot of money in circulation, because more players were simply making deliveries in the late game rather than building.

Unsurprisingly, the game seems to have a different character depending on the number of players. With three, it's relatively open and easy-going. With four, competition is tight but most players are going to be able to do well. With five, money is tight in the early game as players race for connectivity, then piles up in the late game as players concentrate on lucrative deliveries.

J. C. Lawrence says a game should end when the winner is clear. I think he's right, so I was watching these games to see whether they ended too soon or too late. In the 4p game, 20 rounds seems exactly right. (I originally had a variable end-of-game trigger based on running out of goods, but decided it didn't work well.) I'm prepared to alter the 20-round figure for the 3p or 5p games, but so far it seems to hold up. The 5p game, for example, might have ended at 17 rounds; but then some serious new delivering and building took place in round 20, enough to convince me that the final three rounds weren't empty activity.

Another way to balance the game for different player counts is to alter the map. A smaller map for a 3p (or 2p) game, a larger one for 5 or 6. I haven't gone there yet, but of course I have the possibility in mind. Completely different maps is one way to do it, but it might also work to vary the main map by adding or removing junctions and connections. But before I go there, I want to shake down the current design some more. When (if!) I'm really comfortable with the 4p game, I'll look harder at variations to improve the experience with other player counts.

Monday, February 2, 2009

Rails: Ready to Roll?

This weekend I put in some more hours on the rail game (now code-named "Iron Horse With No Name" until I settle on a new title). I'm pretty pleased with the results.

It continues to surprise me how much difference a small rule tweak can make sometimes. I recently introduced the notion that deliveries can only go so far without "refueling." You refuel at Stations, which hold Fuel cubes. Each time you refuel, you consume a Fuel cube and your delivery is able to continue for up to another three towns. With multiple refuelings, very long (and very profitable) deliveries can be made. Refueling from your own Station is free; to use someone else's Station, you pay them $2 (equal to a little less than half a Victory Point). When a Station is emptied of Fuel cubes you can pay to refill it.

But a solo playtest with this mechanism produced a game that moved too slowly, and that bogged down at the end. There was not enough incentive to build Stations—every player wanted to wait for the other players to build them—so the long, high-paying deliveries could not be made.

I reworked the costs and benefits to make Stations more attractive, but then I started to worry: maybe the Fuel cubes were unnecessary mechanism. Why not get rid of them and simply always allow refueling at every Station? So I tried that next, and it almost worked. I got the wide networks and long deliveries I wanted. But the players' decisions were not challenging enough. Stations with exhaustible fuel added complexity and interest to those decisions.

So I tried again, putting Fuel back in the game but with the new costs and benefits I'd worked out. And that, thankfully, seems to work. The latest solo playtest had interesting and challenging decisions, players were able to build the big networks and reap the big profits I was after, and the game never bogged down.

Well... I think the decisions were interesting and challenging. I find that very hard to gauge when all the players are me. But I believe it's finally time for some live playtests. (Huzzah!) So I'm going to spend the next week or so re-drawing the board and creating some good player aids, and then I'll start bringing it to local game days and nights and see what other folks think of it.

Saturday, January 24, 2009

Concerning Rail Games

I've made more progress on "The-Rail-Game-Formerly-Known-As-Rails-Across-America". The biggest problem I've had with it lately is just that it seems uninspired overall, and perhaps doesn't offer enough interesting or difficult choices to the players. Recently a friend made an encouraging comment, and that gave me some new ideas, and the latest iteration is looking better. It's still a live design.

But it set me to thinking. How interesting, and how difficult, do the choices have to be in order to have a fun and playable game? I tried a wargame design once; it was judged by the KublaCon playtesters to be boring because the decisions were obvious and easy to make. I don't want to repeat that mistake. On the other hand, while it's good to have ambitious goals, as a fledgling designer I can't expect to design the next #1 game at BoardGameGeek. So how good is "good enough"?

For an answer I am looking at my own favorites among the published rail games. These are:

* Ticket to Ride
* The crayon rail games (Empire Builder and its sequels)
* Railroad Tycoon
* Age of Steam
* The 18XX games
* Silverton

What kind of game experience do these successful games offer?

Ticket to Ride has simple rules and simple play, and is over in an hour. At times you spend move after move simply drafting cards into your hand. Your decisions are mostly of the push-your-luck variety: should you grab that route now, before someone else does? Or wait until you can grab several connected routes in quick succession, so as not to tip your hand too soon? The fun comes mainly from the tension of that basic decision. And it is fun, without a doubt. The Ticket to Ride series is far and away the most commercially-successful rail game ever. So we learn this: Tension lends interest and excitement.

Empire Builder and its sequels are straight-forward games of building track and making deliveries. These are flawed games, in my opinion. They take too long to play, especially if you make the mistake of playing with more than four players. There is little player interaction: you don't have to worry very much about what your opponents are doing. And the decisions are simple: which of my nine potential deliveries is the best to do next? Where should I built my next track? Is it time to upgrade my locomotive? The answers are usually fairly obvious, once you've done the gruntwork of figuring out sources and destinations for your potential deliveries (which usually is a lot of work: another flaw). And yet the crayon rail games are fun anyway, popular enough to have spawned a dozen or so sequels, and due to be re-issued this year by Mayfair. Lesson learned: A game can be fun even if its choices are not difficult. Sometimes the activity itself is entertainment enough.

Age of Steam is an amazingly good game, at least if you enjoy high levels of competition. Often described as "a knife fight in a phone booth", AoS crowds players together and forces them to compete viciously for routes and deliveries. A tight economic system makes budgeting a challenging and crucial exercise, and an auction system that controls both player order and access to important actions adds tremendous tension. Lesson learned: Holzgrafe, you will never design a rail game this good! More seriously: budgeting and pacing issues add interest to a game, and player interaction is important.

Railroad Tycoon is my favorite. This game has the same basic notion as Empire Builder (build rail, then make deliveries) but avoids the flaws in the crayon rail system. Spotting viable deliveries is easy and quick; the choices are interesting and difficult; and the game does not outlast its fun factor, even with six players. It has excellent player interaction, because players must compete for track routes, deliveries, and bonuses. It's really more appropriate to compare RRT with Age of Steam because it is directly derived from AoS. RRT is less competitive than AoS. But if Age of Steam is "a knife fight in a phone booth", Railroad Tycoon is still at least a barroom brawl: more spacious and forgiving of errors, but still highly contentious and with plenty of chairs and tables to swing. Lesson learned, from both AoS and RRT: Competition for scarce resources makes for tough, interesting choices.

The 18XX series adds a new element: a stock market. In an 18XX game players build rail and make deliveries. Players compete mainly to acquire stock, drive up the value of companies in which they are heavily invested, and sell high-valued stock to reap the gains and ruin the stock's value for others who still own shares. 18XX games are complex, long, and deeply strategic. I have played only once and I'm not competent to discuss them in detail, but there is a lesson learned: A volatile, interactive market adds a whole new level of interest to a game.

Silverton is the rail game that has most recently grabbed my attention, although it's now over 15 years old. Silverton features a volatile market, but it is a goods market rather than a stock market. Players compete not only to lay track, but to claim mines. Mines are worked to produce goods, which you then convert to money by delivering to market cities. Market prices vary, partly at random and partly influenced by recent sales. Taking a big load to market can drop market prices ruinously for anyone who shows up late. Silverton combines a fairly standard build-and-deliver mechanism with features such as the market, the high-risk nature of mining, and the difficulties of winter operations in the Rockies, resulting in a fascinating game with good levels of player interaction. Lesson learned: Volatility forces pacing, making players choose between urgent actions and important actions.

So what does this all imply for my own design? I'm still evaluating that, but I'm encouraged. My latest rules revision (with the compelling sobriquet of "Straw Man 6") adds complexity in a way that improves player interaction and gives players more to worry about. I think the game is now at least as interesting as a crayon rail game, because it has more interaction, more complex decisions to make, and more tension. But maybe not—maybe the decisions, for all their complexity, still have obvious solutions. I need to work with it some more to find out whether that's true.

And then there's this whole business about volatility. There isn't much, in the current design. I need to think about adding some, and I have a few ideas to play with. I'll keep y'all posted, and I may even post the latest rules sometime soon.

Sunday, December 21, 2008

All the Good Names Are Taken

Stumbled across a reference today, and discovered that there's a PC game named Rails Across America. Oh, well—my design will probably never be published anyway. But it's frustratingly difficult to come up with a good name for a rail game these days. Even Martin Wallace's latest has a poor name: Steel Driver (with its picture of John Henry on the box) would be a great name if the game were primarily about building rail. But it isn't; it's primarily about buying stock in railroad companies, an activity that I suspect the Steel-Drivin' Man never indulged in.

Anyway, if you're a copyright lawyer you can stand down. I'll find something else to call my design.

Friday, December 19, 2008

The Blahs

"Christmas is coming, the goose is getting fat..."

That would be me, that goose. About a year and a half ago I strained something in my wrist and had to lay off fencing for a few months. Then it got better (or so I thought) and I returned; but a month or so ago it was getting bad again. Now I'm again not fencing—and at Christmas, when there's far too much tempting, fattening food available. So far I haven't gained more than a couple of pounds. My wrist is feeling better and I hope to return to fencing in January.

An old friend of mine just got laid off from a job he'd held for well over a decade. That's not news in this economic climate, but it's depressing. Fortunately he got a good severance package and a lot of notice. He may need both; I have other friends who've been out of work for years.

Other "blah" non-news: no advances on any of my game designs. Somehow inspiration hasn't been striking. Had to work about ten days of intensive overtime, finishing up last week: fortunately it was not in vain, and we met the deadline. Really not much new, and really I'm writing this entry just to show that I haven't given up on the blog.

I have had a minor revelation (not an especially helpful one, alas) about my Rails Across America design, which has been languishing because I don't find it very original. It's that even my starting notion of a rail game that focusses on junctions as much as connections is not very original. I just wasn't remembering a number of games with that mechanic. One of them, embarrassingly, was my own Spatial Delivery. Another is Martin Wallace's excellent Brass. I played this game last May and enjoyed it, and Helen and I now have our own copy (after waiting months for a pre-order of the second edition). I can't recommend Brass enough, at least for experienced gamers. It's a tightly competitive game of linking towns and cities in Lancashire during the Industrial Revolution, and although the canal and rail links themselves are worth victory points, you get most of your score from building industries in the towns (using the links to transport building materials, and later products) and making them pay off.

Brass is great fun, but the rules are not trivial and are filled with difficult-to-remember exceptions. The second edition's rulebook was re-written and is apparently much improved over the original; but the rules themselves are still somewhat baroque. It's hard to play the game correctly the first couple of times. But if you stick with it, it's a great game. Helen and I were pleased to find a two-player variant on BoardGameGeek that some fan of the game designed. It works quite well. There are other two-player variants that we haven't tried, as well.

Finishing on an up beat: it turns out that idle blogging is not completely useless. Just talking here about Brass and Rails Across America gave me a new idea to spice up my design. Something to think about over the holidays!

Tuesday, November 25, 2008

A Question of Balance

"Is it balanced?" is a question that many game players, and all game designers, ask about a game. But it can mean different things to different people.

Most generally, "balanced" means that a game has—at the outset—an even chance of being won by any player at the table. If the game heavily favors the first player (for example), then the game is unbalanced: it's not fair to the other players.

But there are other ways to consider the matter. A common design problem is the runaway leader, where the first player to gain an advantage will almost certainly win. Even if the chances of winning are even at the start of the game, they may quickly become very uneven.

Some players take this notion to extremes, and consider any game unbalanced if the final scores show much separation. Others reject this idea on the grounds that it renders all of the game except the final few moves irrelevant to the outcome.

One of the reasons I built the Rails Across America simulator was to test the balance of the game. I instrumented the simulator to record scores over runs of thousands of games, and to print out relevant statistics. The results were enlightening, and somewhat depressing.

I was looking for evidence of all three kinds of imbalance. After a fair amount of work I was able to tune the rules and map to the point where there was no significant starting imbalance in the four-player game: all players had a roughly equal chance of winning at the start of the game. (This was not quite as simple as looking at the stats for which player won most. A start-player advantage may only apply to intelligent players, and my so-called AI doesn't qualify. So I was also looking for imbalances in the choice of starting location. Turns out it's a bad idea to start at New York, but when I was done tuning, the other five Major Cities on the board were about equal.)

Next I looked at the scoring curves. What was the range of final scores, what was an average score, how sharply pointed was the bell curve? Also I looked at the bell curve for the point spread: what was the difference in final scores between the winner and the biggest loser in each game? Since I want to avoid a runaway leader problem, but don't feel that every game needs to be really close, I was satisfied with curves that showed reasonable but not excessive grouping of final scores. Often a couple of players may be in a tight race for the win, while one or two others lag behind. Sometimes one player dominates, but certainly not always. That's a good distribution, in my opinion.

So what's depressing about all this? It's good, but only for the four-player game. With five, the game is badly imbalanced—at least one player is screwed from the start. The three-player game is worse. And I learned that the biggest factor affecting the balance is the map itself: merely playing with costs, rewards, and setup would not repair the imbalances. To have a good three- or five-player game, I'll need well-tuned three- and five-player maps. That's upsetting. The more restricted the recommended number of players, the fewer copies will sell. To make it less restrictive I have to add more boards, which adds expense.

Probably the best compromise is a two-sided board, with the 4p map on one side and the 5p on the other, and forget about the three-player game. If I'm lucky and work hard at it, I might also be able to make a subsection of one map serve for three players.

The next question is: Is it worth the trouble? But that's an issue for another post.

Saturday, November 15, 2008

Adventures in Simulation

Rails Across America seems to be shaping up nicely, but it's clear that it will need a lot of careful tuning. Is there a first player advantage, and if so how can I eliminate it? Is there a clearly dominant strategy? How many rounds does an average game last? How many components (track, money, etc) are required? How should costs and payouts best be balanced? And so on—a myriad questions.

To answer these questions, I decided I needed a simulator, a program that would actually play the game—and play it quickly, so that I could whip through hundreds of games in an evening. With a good simulator, I can test lots of things just by tweaking input parameters: # of players, # of goods colors, # of goods cubes, costs, payouts, starting money, and much more. For more radical experiments I may have to recode the simulator for changed rules or variant strategies, but that's not too hard once the first version is built and running.

Well, I'm a computer programmer. This is the kind of challenge that usually makes me go "oboy!" and code madly for a few hours—then give up in disgust when I realize how difficult it's really going to be. This time, I went "oboy" and coded madly for a few hours, and actually had the bones of a decent simulator at the end of it. So far so good!

"Bones" aren't enough, though. The first version played very stupidly, and that's no good because it skews the results. I don't need it to play at grandmaster level, but it needs to play at least a plausible beginner's-level game. That's the big challenge; the rest is just boiler-plate code. After several days of work, I'm pleased to report that the gadget now plays a passable game: not as good as an experienced live player, but credible. And it is fast: it can play 10,000 games in five minutes or less.

I've given it two forms of output. If I have it play just one game, it prints out every action taken by every player, then summarizes each player's accomplishments at the end. If I have it play multiple games, it collects statistics and just prints those.

Just to set expectations, here's what this gadget is not: It is not a device for playing the game interactively against a computer, or against human opponents without a board. Also it is not a general-purpose boardgame simulator. When I want a simulator for the next game I design, I'll have to start coding from scratch again.

Here's another thing it's not: It is not a substitute for real playtesting. I hope it will tell me a lot about my game, but it won't tell me whether the game is fun, or has rules that irritate or confuse live players, or induces too much AP, or simply takes too long to play. I don't want to waste real people's time making experiments that I can perform on my own. But if the game survives the simulations, I'll start badgering friends to try it out.

Forgive me, but I feel like I have to add this: If you are a game designer and would like a simulator for your own designs, please do not ask me to build one for you. I'll just say no. This project has taken me days, with more yet to go, and I haven't got enough to spare. I'd never get any of my own projects done if I started coding for other folks.

But if it continues to go well, and anybody shows any interest, I might be willing to post the Java source code for download. I doubt it will be useful to anyone, but ya never know.

Friday, October 17, 2008

Rails Across America

After another playtest this evening, with new components and scoring, I've decided the rail-game design is showing enough promise to make it more official. I've given it a name—Rails Across America—and begun a Game Journal for it here, at the Board Game Designers Forum. Further details about the game's rules and components will appear there. I'll post here also if and when any more "milestones" occur.

Thursday, October 16, 2008

Wait, I Did That Already...

In my recent post I Wanna Design Railroad Tycoon! I expressed my desire to (a) build a rail game, and (b) build one where ownership or development of the junctions was a primary goal. I had the notion that (b) hadn't been done before, or at least not often.

The other day I had a penny-dropped moment: I have already designed such a game. It's Spatial Delivery, in which players build trade routes ("rails in space") to reach prime locations for trade stations.

So now I feel kind of stupid for characterizing the new design's goal in that way. Fortunately, I can add a little verbiage and perhaps make it plain why the new design really isn't Spatial Delivery warmed over.

In SD, players build routes, but once built the routes are held in common. There is no ownership of the routes, and no reward is given for building them, beyond the fact that the route-builder gets to build a station at the end of each new route. Players do own the stations they build, receive substantial rewards for building them, and may receive further rewards if other players use them.

But in the more traditional rail game I'm now trying to design, the rails will be owned by the players who build them. As in SD, there may be no immediate reward simply for building rail. But there will likely be rewards for building a given strategic route before other players can do so, because by doing so you can get some rewards from late-comers who want to share the route, and you can block others from using the route altogether. The race for connectivity, for expanding your network strategically, will be an integral part of the game. This isn't the case in SD, where connectivity isn't much of an issue (because if anybody can get from point A to point B, so can everybody else).

Another difference is that in SD, making deliveries gets you Victory Points. In the new design, I think that deliveries will get you cash, which you will then spend to build more rails and to build train stations. (I say I think because the design is still up in the air.) There's nothing new about this mechanism, of course; it's just different from SD.

Reiner Knizia was the first person who told me (at a seminar, not face-to-face) that the victory conditions have a huge effect on gameplay. It's a fairly obvious point, yet before that I was thinking in terms of coming up with a bunch of nifty mechanisms, and then just slapping a win condition onto the end of the rules. But of course, the goal of the game informs all of the players' decisions. In my rail game, I have a set of reasonable mechanisms that might contribute to a good game. But I won't be able to tell until I've tuned the scoring system correctly (or given it up as a bad job). I want connectivity to be important, but I also want the stations to be significant. I want the famous "multiple paths to victory", so that a player might win by building stations, or by building the best network, or by making the most money from deliveries. To do that will require some careful tuning and balancing.

And that's my next goal for this design: to come up with a reasonably well-tuned scoring system. If I can do that, I'll have a game. After that, it'll just be playtest, tune, and repeat until it's good enough.

Well, that's the plan, anyway. Nothing ever goes that smoothly!

Later: I tried a solo playtest of the latest rules (including scoring) this evening. It worked fairly well. The biggest problem may simply be the lack of anything very new or different from other rail games. It's a mix of familiar mechanisms, with nothing in it you haven't seen before. But while originality is nice, few games offer anything really new. I won't worry about it too much.

Sunday, October 5, 2008

I Wanna Design Railroad Tycoon!

It's my favorite game, is Railroad Tycoon. And I like most rail games in general. They offer a type of competitive problem that I particularly enjoy. Every design is different, but often you are competing with other players for real estate and scarce resources, while constrained by connectivity and budgeting. In Railroad Tycoon, the real estate is the rail you lay between cities, and the connection points to those cities. The scarce resources are the goods to be delivered. Laying rail costs money; to raise money you can issue shares or make deliveries to increase your income.

Games like this offer the player a rich matrix of decisions. With a limited number of actions to complete your goals, every action is a significant choice. You need to build as early as possible, to grab scarce real estate before someone else does. But you need money to do that. Make deliveries first, to raise money? Or issue shares to get instant money? But shares will cost you more money, and penalty points, later; and if you delay the deliveries, someone else may "steal" them from you. No wonder rail games are fascinating!

This isn't a new or original pattern. There are dozens, if not hundreds, of rail games. Many form easily-extensible systems: the 18XX series, Age of Steam and its many expansions, the crayon rail games. Rail games are easy to extend because once you have a good basic game, you can vary it with new maps and minor rule tweaks to keep it fresh.

So with all these excellent rail games already available, why would I want to design another? The real answer is that I like rail games, so I'd like to have the experience of designing one myself, hopefully a good one. But I could also reply that new rail games come out every year, and if they're good, they get bought and played. There's clearly room for a few more yet.

Of course, I can't design Railroad Tycoon. (As Helen told me: "You know it's been done, right?") So I needed a new idea. Seth Jaffee has a nice design called Reading Railroad, which has a new twist: he's melded a word game with a rail game. The result is much more rail game than word game; it's fresh and different and it works well. But I wasn't looking for anything quite that radical.

What I came up with is this. In most rail games, you compete for the connections between locations. The locations themselves are usually not owned or monopolized by the players. I decided to try a design in which the rail network is built as a means to the end of "owning" the junctions: you are building stations and switchyards. (I'd be surprised if this actually hasn't been done before; but I haven't seen it and it doesn't seem to be common.)

I followed my usual design procedure: did a lot of thinking, wrote it up on the computer, refined it until it looked good. Then I made a quick-and-dirty mockup and tried a solo game, pretending to be four players at once. As usual, the initial design didn't work very well. I took the lessons learned, rethought things for another couple of days, and came up with a different variation, and tried that one. And it was better, but still flawed... I'll spare you the details, but I'm still trying out different ideas. I may wander away from the original notion altogether; I've learned not to be too wedded to my original notions.

What surprises me, again and again, is how difficult it is to design a truly interesting, playable game. More than once I've started with a successful but complex game (someone else's, of course) and tried to trim it down into something similar but simpler. And every time, it's failed. Yesterday I played a Railroad Tycoon variant, designed by a fan of the game. It's pretty much the same rules as the base game, just a few variations for interest's sake, and (the main difference) a new map. And it was... lackluster. It worked, but money wasn't tight and there wasn't as much interaction between the players as there should have been. I don't want to damn the variant on the basis of one play; maybe the map was designed for more than the four players we had, for example. Still, either of the two official versions (the original Railroad Tycoon and the Rails of Europe expansion) offer much superior play experiences.

And there's my own design. I borrowed some notions from RRT, some from other rail games, added a notion of my own... as I said, there are bazillions of good rail games. How hard can it be to come up with another one?

Apparently it can be pretty tough. So far I'm not impressed with my own design. But... at least it's not a complete heap of trash. Used to be, all my new designs turned out to be steaming heaps. Lately they've been almost-playable, with a strong sense that there might be a real game lurking in there somewhere, if I can only find it. I guess I'm getting better at this game design stuff, but I clearly have a long way to go.